/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodySetup.h
Add the shapes defined by this body setup to the supplied PxRigidBody.
void AddShapesToRigidActor_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * OwningInstance, FVector & Scale3D, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * SimpleMaterial, [TArray](API\Runtime\Core\Containers\TArray)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > & ComplexMaterials, [TArray](API\Runtime\Core\Containers\TArray)< [FPhysicalMaterialMaskParams](API\Runtime\Engine\Physics\FPhysicalMaterialMaskParams) > & ComplexMaterialMasks, const [FBodyCollisionData](API\Runtime\PhysicsCore\FBodyCollisionData) & BodyCollisionData, const FTransform & RelativeTM, [TArray](API\Runtime\Core\Containers\TArray)< FPhysicsShapeHandle > * NewShapes )